How big? Well, patch 3.0.168.526 is bursting at the seams with over 500 changes and improvements, including massive modifications to skill balancing, on-demand teleportation to waypoints on the map, a new screenshot-friendly mode, and fixes for several achievements.

So check out the patch notes, check out the game, and let us know what you think!

Changes and improvements

Added fast waypoint travel via the main map. Clicking waypoints now lets you travel to that location directly

Added map markers for sub-region entrances and exits

Added a “Toggle Screenshot Mode” button to hide the UI (default: F10)

Added range value to ranged skill and ranged skill book tooltips

Added sorting to the trade window

Added “Sell all wares” option to the controller trade window

Added highlighting of new recipes to the crafting window

Improved selection of NPCs that have items right behind them. This should prevent accidentally triggering theft behavior

GM mode: GM can now set XP gained from monsters

Updated and fixed several journal entries

Balancing changes

Rebalanced trader prices in the Nameless Isle and Arx regions

Break the Shackles can be cast while Silenced-- removes Silence and Plague in addition to other statuses

Maddening Song now targets only enemy characters

Demonic Stare damage and restoration increased by 50%

Taunt now pierces Physical Armour, costs 2AP, has a cooldown of 5 turns

Painted instances are now saved in level templates. (Not in this patch: New instances are not correctly saved for inherited levels)

Ctrl+z no longer requires multiple actions to undo moves/rotates/..., depending on how many objects are selected

Localization modding support added: Localization files are now read from mod folders as well (same folder structure as Data/Localization/{YourLanguage}/..., but now also in Data/Mods/{YourMod}/Localization/{YourLanguage}). Support for new files as well as overriding existing Localization files with the same name

Video modding support added: .bik files now supported. Videos are now loaded from mod folders as well (same folder structure as Data/Localization/{YourLanguage}/Video, but now also in Data/Mods/{YourMod}/Localization/{YourLanguage}/Video). Support for new files as well as overriding existing videos with the same name

Right click > Move to Level now works properly instead of creating a _merged.lsf file

Open File dialog (single file) now returns the first selected file when multi-selecting

Less sporadic camera jumps

Possible crash fixed when checking out level data when generating the AI grid

Mod load order fixes (load order internally would not always match with the settings in cases where add-ons depended on other add-ons)

Fix for "Can't load texture for preview of icon!" on opening character Icon dialog

Level browser: Basic and Empty level blueprints now have the correct icon and banner

Added new ShowNotification parameter for CharacterAddSkill in story (it already existed in behaviour script)

Added new ItemLevelUp and ItemLevelUpTo calls in story

Added new GetSurfaceTurns query in story and behaviour script

Added new ItemGetRuneItemTemplate query in story and behaviour script

Added new ItemInsertRune and ItemRemoveRune queries in story and behaviour script

Added new RuneInserted and RuneRemoved events in story and behaviour script

Added new ItemAddBoost call and ItemHasBoost query in story and behaviour script

Added new OnCharacterStartAttackObject and OnCharacterStartAttackPosition events in story and behaviour script

The GetStatusTurns query in story and behaviour script now returns -1 instead of 0 for statuses with infinite lifetime

The ItemGetStat query in behaviour script can now also get information about the following properties: VitalityMax, PhysicalArmor, PhysicalArmorPoints, Movement, Fire/Earth/Water/Air/Poison/Piercing/Physical/Corrosive/Magic/ShadowResistance, Initiative, Willpower, Bodybuilding

I posted on steam about it as well and people have started to respond that they are experiencing the same thing since this latest patch.

Before patch when activating an ability (exa. "Cloak and Dagger") a sound effect would happen appropriate to the ability then when clicking again to cast the ability a corresponding sound effect happens.

After patch when activating an ability (exa. "Cloak and Dagger") a sound would happen appropriate to the ability and your character screams loudly. Then when clicking again to cast the ability a corresponding sound effect happens and your character Screams loudly again.

This occurs with all abilities even ones where it makes no sense like stealthy moves exa. "Cloak and Dagger".

This has negatively impacted my immersion into the game and I am not sure if it is a bug or meant to be this way, but I really like how it was before the patch where people only scream/groan if they are taking damage. If there was a way to put this in audio options that would be great.

- that aside, 150hrs in and this is easily in my top 3 favorite games of all time and thanks for being awesome.

When I talk to The Red Prince now and ask him *Ask the Red Prince what you should do next.* there is no audio for his odd response "In the meantime though, let us continue our search for Brahmos. He knows things. Things I must know." there is nothing in between these two events and there is no audio.

Another thing that never popped up before this patch...skills that triggered from activating other skills such as Medusa head allowing petrifying gaze and spread your wings allowing flight used to auto-populate...now I have to manually set them on the hotbar. Not the biggest problem in the world, but still odd. Also, my dual wielding Rogue Sebille constantly has Sucker Punch populated on her hotbar, despite not being able to use it since she has two weapons. Again, not a huge problem...especially compared to the Incarnate being utterly defective now...but still an issue.

The fact that I'm forced to let trash skills from items (like rain and similar pointless things) back into my hotbar just to be able to use polymorphy again is horrible.

Also I can't stand the constant screams from my toons, this is horrible too.

Seriously!

Don't you have a QA department? This patch is broken, and it's plain to see after 5 minutes in game.

Last edited by Firesong; 02/02/1808:36 AM.

You can't be clever, decent and a magister. When you're clever and decent then you're not a magister. When you're clever and a magister then you're not decent. And when you're decent and a magister then you're not clever.

Another thing that ever popped up before this patch...skills that triggered from activating other skills such as Medusa head and spread your wings used to auto-populate...now I have to manually set them on the hotbar.

Noticed a couple of bugs in the final part of the game. I'm not sure if those were suppoused to be fixed but since the patch notes mention journal updates and dialog fixes I'll post them just in case.

Click to reveal..

1. One of my companions (the Red Prince) supported me in becoming the Divine but his quest still updated with "He decided to fight me for divinity" entry. He was there on the ship in the end and gave me a super friendnly dialog, so this glitch didn't affect me much, but it looked kinda weird. Might be related to the fact that I didn't finish his quest properly: I didn't hatch the egg and just left after Sadha had told us we needed to use fire breath on it.

2. Fane's final dialog on the Lady Vengeance seems to be broken as well. He went from calling me "My darling" and being all friendly (which was correct) to getting annoyed and ignoring me in the end of the conversation (like he is suppoused to do on negative relationship, only he had attitude 100).

3. Bloody Braccus Rex summoned all three of his friends in the final fight (Kemm, Sallow man and Isbeil) even though I made sure to consume all of their Source exactly because I feared they might reappear later. This isn't suppused to happen, right?

Another thing that ever popped up before this patch...skills that triggered from activating other skills such as Medusa head and spread your wings used to auto-populate...now I have to manually set them on the hotbar.